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RESEARCH

2002
Augmented Paleontology
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Paleontology is filled with mysteries about the plants and animals that lived thousands, millions, even billions of years before the first humans walked the earth. To answer questions about these organisms, paleontologists rely on the excavation, analysis, and interpretation of fossils. Embedded and preserved in the earth’s crust, fossils are the remains or traces of ancient life forms, including bones, teeth, shells, leaf imprints, nests, and footprints.Fossils can disclose how organisms evolved over time and their relationship to one another. While they reveal much, such as the general shape and size of ancient living things, fossils keep us guessing about these organisms’ color, sound, and—most significantly—their behavior. For several years, modern paleontologists have used 3D computer graphics to help reconstruct these pieces of the past. State-of-the-art scanning technology produces 3D fossil replicas that scientists can process and study without physical constraints. Paleontologists typically generate volumetric data sets for analysis, such as magnetic resonance imaging or computed axial tomography scans, and they use surface models for digital preservation and reproduction. To study ontogeny—an organism’s growth and form—paleontologists apply mathematical models for simulation and visualization. Likewise, computer animations help study dinosaur locomotion. Beyond building knowledge of our world, the results of this work influence how dinosaurs appear in museums, illustrations, and movies, and as toys. In the past 40 years, technological advances have continued to blur the boundary between real and computer-generated worlds. Augmented reality leverages this technology to provide an interface that enhances the real world with synthetic supplements. Paleontologists can use AR to present virtual data, such as 3D computer graphics, directly within a real environment rather than on a flat monitor. We coined the term augmented paleontology to refer to the application of AR to paleontology. AP seeks to support paleontologists in their research, and communicate the results of paleontology to museum visitors in an exciting and effective way. An interdisciplinary team of paleontologists, graphics designers, and computer scientists has already applied the AP interface to soft-tissue reconstruction and the study of dinosaur locomotion.
Bimber, O., Gatesy, S.M., Witmer, L.M., Raskar, R. and Encarnação, L.M.
Merging Fossil Specimens with Computer-Generated Information
IEEE Computer, September, pp. 45-50, 2002


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Movie 2
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Occlusion Shadows
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Projection-based augmented reality systems, such as the Virtual Showcase, share many positive properties of projection-based virtual environments. These displays provide high resolution, improved consistency of eye accommodation and convergence, little motion sickness potential, and the possibility of an integration into common working environments. One of the main challenges for projection-based AR systems as well as for head-mounted optical see-through displays is the generation of correct occlusion effects between virtual and real objects. Additionally shadows of virtual objects cast onto real ones and consistent illumination of the real and virtual scenery are often difficult to achieve. We introduce projector-based illumination techniques for view-dependent optical seethrough AR displays. This approach has the potential to solve all of the above mentioned problems. Here, we focus on using projector-based illumination for creating correct occlusion effects for mixed reality configurations.
We have implemented and tested such a system in the context of the Virtual Showcase, which consists of a horizontal projection screen and a convex half-silvered mirror assembly. Virtual and real objects can be displayed in the same space inside the showcase. The original Virtual Showcase used a standard light bulb to illuminate real objects. This setup does not provide very much control over the lighting situation. By using a computer-controlled video-projector as a replacement for the simple light bulb, we are able to fully control the lighting situation inside the showcase on a perpixel basis. Our main contribution is a solution to the problem of correct occlusion for mixed reality scenarios with viewdependent optical see-through displays. Our method produces correct occlusion effects between virtual and real objects by projecting shadows onto real objects located behind virtual ones using projector-based illumination.
Bimber, O. and Fröhlich, B.
Occlusion Shadows: Using Projected Light to Generate Realistic Occlusion Effects for View-Dependent Optical See-Through Displays
In proceedings of International Symposium on Mixed and Augmented Reality (ISMAR’02), pp. 186-195, 2002


Movie (~91MB)

Projection-Based Augmented Reality
The rapid advances in computing and communications are dramatically changing all aspects of our lives. In particular, sophisticated 3D visualization, display, and interaction technologies are being used to complement our familiar physical world with computer-generated augmentations. These new interaction and display techniques are expected to make our work, learning, and leisure environments vastly more efficient and appealing. Within different application areas, variants of these technologies are currently being pursued in research and development efforts. Virtual Reality (VR) attempts to provide to the user a sense of spatial presence (visual, auditory, and tactile) inside computer-generated synthetic environments. Opaque head-mounted displays (HMDs) have been the traditional VR output devices for many years. A general characteristics of today’s HMDs, however, is their imbalanced ratio between heavy optics (that results in cumbersome and uncomfortable devices) and ergonomic devices with a low image quality (i.e., low resolution, small field of view and fixed focal length). To overcome some of their technological and ergonomic shortcomings and to open new application areas, the Virtual Reality community orients itself more and more away from HMDs, towards projection-based spatial displays such as immersive surround screen displays and semi-immersive embedded screen displays. Compared to HMDs, these new devices offer many advantages (e.g., a high and scalable resolution, a large and extendable field of view, an easier eye accommodation, a lower incidence of discomfort due to simulator sickness, light-weight glasses, etc.). In addition, many of them have particular characteristics (such as shape and size) that lend themselves for being employed as metaphors for application-specific functionality, thus making them easier to integrate into our everyday environments. Good examples for this are semi-immersive workbenches whose horizontal display surface lends itself towards supporting a table metaphor for the corresponding Virtual Reality setup. Augmented Reality (AR) superimposes computer-generated graphics onto the user's view of the real world. In contrast to VR, AR allows virtual and real objects to coexist within the same space. Video see-through and optical see-through HMDs are the traditional output technologies, and are still the display devices that are mainly used for Augmented Reality applications. A reorientation of the AR community towards an alternative display technology has not yet happened. Most of the developments and progress made so far are based on very specific applications and technology-tailored employment scenarios. The majority of AR achievements has found few real-world applications. This can partially be attributed to the underlying core technology of AR - including its display devices. As for many other technological domains, AR needs to provide sufficient robustness, functionality and flexibility to find acceptance and to support its seamless integration into our well-established living environments. For instance, many of our real-world items, devices, and tools are developed and tuned for effectively addressing distinct and problem-specific tasks. In contrast to this, many AR applications address specific problems still on an all-purpose technological basis - making use of technologically stagnating devices. A high demand on alternative display technologies exists that improve the shortcomings of traditional devices and open new application areas for AR. Head-attached displays have first been developed in the mid-sixties and still today own the display monopole in AR field. In contrast to VR technology, however, they have barely improved over the previous years and are still far away from being “ultimate displays“. The presented projection-based AR (PBAR) concept aims to combine the technological and ergonomic advantages of the well established projection-based Virtual Reality with the application potentials of Augmented Reality. Thus, it strives for opening new application areas for AR. It proposes -taking pattern from the evolution of VR- to detach the display technology from the user to embed it into the real environment instead. However, it is not intended to substitute other display concepts, such as head-attached displays, but rather to present an application-specific alternative. We introduce the projection-based AR concept, presents proof-of-concept prototypes, explaines interactive rendering techniques for PBAR displays, and describes appropriate interaction techniques and applications for PBAR devices.
Bimber, O.
Interactive rendering for Projection-Based Augmented Reality Displays
Ph.D. Dissertation, University of Technology Darmstadt, 2002



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